Posts from Heroes of Might & Magic: Olden Era - Обсуждение
It looks just as awful as in the screenshots. Even worse. Everything feels small, crooked, bland, blurry, with an awful black outline, and an awful, clunky interface that looks even more like an iPad app than the interface of Heroes 6. Resources, mines, castles, and decorations all blend together into one mess; it's hard to tell one from another. And I thought the castles in Heroes 7 were bland and hard to see on the map. I missed a ton of resources just walking around the map and had to go back and collect them, sometimes even twice. I couldn't capture a mine; I just couldn't get to it. I only found the city list after searching for a while. After the turn is passed, the heroes happily forget where they were going. There's no "buy all units" button, which is a basic feature. The building screen is terrible, and the mage guild is terrible. It's boring and tedious to play. The skills have regressed to the level of the third game; the degradation is very noticeable, and the skill slots fill up very quickly. There are a couple of new ideas, even some that are relatively good, but I'm not sure how useful they are.
If I have another masochistic urge and want to play something weird next time, I'd rather watch Tin Titans Go, Sailor Moon Crystal, or Fullmetal Alchemist 2003; maybe even the sequels to Star Wars... okay, that's going too far. At least with those, I can draw something, do something really interesting and useful. But here...
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕
Yay, now I can criticize the game more convincingly. I played it for about an hour.
It looks as awful as in the screenshots. Even worse. Everything feels small, crooked, bland, blurry, with an awful black outline, and an awful, inconvenient interface that looks even more like an iPad app than the interface of Heroes 6. Resources, mines, castles, and decorations all blend into one mess; it's hard to distinguish one from another. And I thought the castles in Heroes 7 were bland and hard to see on the map. I missed a ton of resources during a simple walk around the map and had to go back and collect them, sometimes even twice. I couldn't capture a mine; I just couldn't get close enough. I only found the city list after searching for a while. After the turn is passed, the heroes happily forget where they were going. There's no "buy all units" button, which is a basic feature. The building screen is terrible, and the mage guild is terrible. It's boring and tedious to play. The skills have regressed to the level of the third game; the degradation is very noticeable, and the skill slots fill up very quickly. There are a couple of new ideas, even relatively good ones, but I'm not sure how useful they are.
If I have another masochistic urge and want something strange next time, I'd rather watch Teen Titans Go!, Sailor Moon Crystal, or Fullmetal Alchemist 2003, maybe even the sequels to Star Wars... okay, that's going too far. At least I can draw something, do something really interesting and useful. But here...
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
I enjoyed it. I wouldn't say it's something revolutionary in the genre, but the small features look cool.
1. Chargeable abilities. They made it similar to Song of Conquest with magic. You can charge up with a bunch of small charges, or there are spells that boost the charges. Then, you can use these charges to unleash a unit's ultimate ability or simply have the hero attack.
2. Faction laws and progression. Hero progression is a lightweight wheel system from the fifth game (and some sub-skills combine with each other; for example, in attack, there's a sub-skill that increases damage, and if you have dark magic, i.e., night magic, it doubles the effect). The laws are like a tech tree, quite diverse, and you can combine them with the hero's specialization or just go for a specific build. Well, you can roughly divide it into melee, ranged, and support, but it's still interesting.
3. Visuals. This is 100% a matter of taste; you need to get used to it, and it's playable. And honestly, I wouldn't say the visuals are bad now; they're just different. What I didn't like is the small font, and there's no way to increase it.
4. Regarding the Factions. I've only played as the Castle so far, and I was surprised by the shooting cyborgs (angels). I haven't played the other Factions yet, but judging by the descriptions of the skills, the units seem to play differently. It's definitely better than in the third game, where the units are essentially just different skins and the numbers are slightly different.
I liked it. I wouldn't say it's something revolutionary in the genre, but the small features look cool.
1. Chargeable abilities. They made it roughly like in Song of Conquest with magic. You can charge up with a bunch of small charges, or there are spells that boost the charges. And then you can use these charges to charge up a unit's ultimate ability or just have the hero attack.
2. Faction laws and progression. The hero's progression is a lightweight wheel from the 5th game (and some sub-skills combine with each other, for example, in attack there is a sub-skill that increases damage, and if there is dark magic, i.e., night, it doubles the effect). And the laws are like a tech tree, quite diverse, and you can combine it with the hero's specialization or just go for some kind of build. Well, you can conditionally divide it into melee, ranged, and support, but it's still cool.
3. Visuals. This is 100% a matter of taste, you need to get used to it and you can play. And now I wouldn't say that the visuals are bad, just different. What I didn't like is the small font and there's no way to increase it.
4. About the factions. I've only played as the Castle so far, and I was surprised by the shooting cyborgs (angels). I haven't played the other factions yet, but judging by the description of the skills, the units seem to play differently. It's definitely better than in the 3rd game, where basically the units just have different skins and the numbers are slightly different.
🏹🎪+⛓️♿=💕
Thank you, kind sir, for providing a more or less reasonable opinion. I'm just tired of reading the whining from other Heroes players who complain that everything is terrible and not as good as it used to be.
Don't you realize that this works both ways? If those who don't like it are whiners, then those who do like it are just blindly praising it? Should we start handing out awards to each other? Or should we learn to express our opinions without constantly putting down opposing viewpoints?
P.S. Besides the extreme small size, I also didn't like that you have to not only find the object but also aim slightly below its actual position to pick it up. It's like trying to thread a needle over and over again.
P.S. Besides the extreme small size, I also didn't like that you have to not only spot the object but also aim slightly below its location to pick it up. It's like you're sitting there and threading a needle over and over again.
If anything changes from the beta to the release, it will be the interface and the balance.
These are the easiest things to refine.
I was pleased that they removed the Disney-style castle. Hopefully, they will address other issues as well.
Don't you understand that this works both ways? If those who don't like it are whiners, then those who do like it are… what, sycophants? Are we going to start handing out awards to each other? Or will we learn to express our opinions without flattering one side and belittling the other?
P.S. Besides the extreme smallness, I also didn't like that you not only have to spot the object, but also aim slightly below its location to pick it up. It's like you're sitting there threading a needle over and over again.
in the second version, it's still raw; it will take about a year to debug it
the game hasn't even been released yet, and they already think everything is wrong, the lore isn't right, the units aren't right, no positivity, only negativity
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
🏹🎪+⛓️♿=💕